Merge remote-tracking branch 'srb2public/next' into merge-next

This commit is contained in:
TehRealSalt 2018-12-03 00:31:23 -05:00
commit aa16edec1d
32 changed files with 471 additions and 57 deletions

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@ -1549,6 +1549,9 @@ HW3SOUND for 3D hardware sound support
<Unit filename="src/lua_baselib.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="src/lua_blockmaplib.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="src/lua_consolelib.c">
<Option compilerVar="CC" />
</Unit>

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@ -3,10 +3,45 @@ srb2 for Debian
SRB2 Debian package!
Hi there, to rebuild this package just use the SRB2 Makefile system, or, optionally, run
dpkg-buildpackage in the in /bin/Resources directory. You can build these with or without a key
dpkg-buildpackage in the in /assets directory. You can build these with or without a key
if you want, but if you want to put these on a repo, generate your own GnuPG key as per the
https://help.ubuntu.com/community/GnuPrivacyGuardHowto instructions and pass the -k<keyid>
command to debuild. Make sure you export the key footprint and give them to your users to install
with apt-key add. Thanks!
-- Callum Dickinson <gcfreak_ag20@hotmail.com> Fri, 26 Nov 2010 18:25:31 +1300
Signing for Launchpad PPA
First, follow the above instructions to generate a GnuPG key with your identity. You will need
to publish the fingerprint of that key to Ubuntu's key server.
https://help.ubuntu.com/community/GnuPrivacyGuardHowto#Uploading_the_key_to_Ubuntu_keyserver
Next, you will have to add that key fingerprint to your Launchpad account. Go to your Launchpad
profile and click the yellow Edit button next to "OpenPGP keys". Once you add the key, you can
upload signed source packages and publish them onto your PPA.
IF YOU UPLOAD A PACKAGE and Launchpad does NOT send you a confirmation or rejection email, that
means your key is not set up correctly with your Launchpad account.
Building for Launchpad PPA
Use these steps to prepare building a source package for Launchpad:
1. Highly recommend copying the assets/ folder to outside your repo folder, or else the asset
files may be included in the main source package, when you build that.
2. cd [wherever-your-assets-folder-is]/assets/
3. debuild -T clean (optional, if you already have asset files)
Building the source package is a two-step process:
1. debuild -T build (this downloads the asset files from srb2.org if necessary)
2. debuild -S (builds the source package for Launchpad, including the asset files)
Then follow the instructions at <https://help.launchpad.net/Packaging/PPA/Uploading> to upload
to your PPA and have Launchpad build your binary deb packages.
-- Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 21:13:00 -0500

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@ -1,3 +1,10 @@
srb2-data (2.1.21~7) trusty; urgency=high
* Updated for SRB2 v2.1.21
-- Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 14:31:00 -0500
srb2-data (2.1.14~1) unstable; urgency=low
* Updated for SRB2 v2.1.14

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@ -3,8 +3,9 @@
Source: srb2-data
Section: games
Priority: extra
Maintainer: Callum Dickinson <gcfreak_ag20@hotmail.com>
Build-Depends: debhelper (>= 7.0.50~)
Maintainer: Sonic Team Junior <stjr@srb2.org>
Build-Depends: debhelper (>= 7.0.50~),
wget
Standards-Version: 3.8.4
Homepage: http://www.srb2.org
@ -15,8 +16,7 @@ Description: A cross-platform 3D Sonic fangame
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot
of the fun that the original Sonic games provided.
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
This is the data package that provides the data files that
SRB2 requires to run, it will not work without it.
SRB2 requires to run; it will not work without it.

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@ -1,6 +1,6 @@
This work was packaged for Debian by:
Callum Dickinson <gcfreak_ag20@hotmail.com> on Fri, 26 Nov 2010 15:19:16 +1300
Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 14:31:00 -0500
It was downloaded from:
@ -12,7 +12,7 @@ Upstream Author(s):
Copyright:
Copyright (C) 1998-2010 Sonic Team Junior
Copyright (C) 1998-2018 Sonic Team Junior
License:
@ -21,6 +21,7 @@ License:
The Debian packaging is:
Copyright (C) 2010 Callum Dickinson <gcfreak_ag20@hotmail.com>
Copyright (C) 2010-2018 Sonic Team Junior <stjr@srb2.org>
and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2".

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@ -37,7 +37,7 @@ RM := rm -rf
DIR := $(shell pwd)
PACKAGE := $(shell cat $(DIR)/debian/control | grep 'Package:' | sed -e 's/Package: //g')
DATAFILES := srb2.srb zones.dta player.dta rings.dta music.dta
DATAFILES := srb2.srb zones.dta player.dta rings.dta music.dta patch.dta README.txt LICENSE.txt LICENSE-3RD-PARTY.txt
DATADIR := usr/games/SRB2
RESOURCEDIR := .
@ -45,16 +45,21 @@ WGET := wget -P $(RESOURCEDIR) -c -nc
build:
$(MKDIR) $(DIR)/debian/tmp/$(DATADIR)
> $(DIR)/debian/source/include-binaries
# This will need to be updated every time SRB2 official version is
# Copy data files to their install locations, and add data files to include-binaries
for file in $(DATAFILES); do \
$(WGET) http://alam.srb2.org/SRB2/2.1.14-Final/Resources/$$file; \
if test "$$file" = "srb2.wad"; then \
$(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/srb2.srb; \
else \
$(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/$$file; \
if [ ! -f $(RESOURCEDIR)/$$file ]; then \
$(WGET) http://alam.srb2.org/SRB2/2.1.21-Final/Resources/$$file; \
fi; \
if [ -f $(RESOURCEDIR)/$$file ]; then \
$(INSTALL) $(RESOURCEDIR)/$$file $(DIR)/debian/tmp/$(DATADIR)/$$file; \
echo $(RESOURCEDIR)/$$file >> $(DIR)/debian/source/include-binaries; \
fi; \
if [ ! -f $(DIR)/debian/tmp/$(DATADIR)/$$file ]; then \
echo $(DIR)/debian/tmp/$(DATADIR)/$$file not found and could not be downloaded!; \
return 1; \
fi; \
echo $(RESOURCEDIR)/$$file >> $(DIR)/debian/source/include-binaries; \
done
binary-indep:
@ -95,15 +100,18 @@ binary: binary-indep
dh_builddeb
clean:
$(RM) $(RESOURCEDIR)/*.wad
$(RM) $(RESOURCEDIR)/*.dta
$(RM) $(RESOURCEDIR)/*.plr
$(RM) $(RESOURCEDIR)/*.wpn
$(RM) $(RESOURCEDIR)/*.srb
$(RM) $(RESOURCEDIR)/*.dll
$(RM) $(DIR)/debian/tmp/*
$(RM) $(DIR)/debian/$(PACKAGE).install
$(RM) $(DIR)/debian/files
$(RM) $(DIR)/debian/source/include-binaries
$(RM) $(DIR)/debian/tmp/*; \
$(RM) $(DIR)/debian/$(PACKAGE).install; \
$(RM) $(DIR)/debian/files; \
clean-all: clean
$(RM) $(RESOURCEDIR)/*.wad; \
$(RM) $(RESOURCEDIR)/*.dta; \
$(RM) $(RESOURCEDIR)/*.plr; \
$(RM) $(RESOURCEDIR)/*.wpn; \
$(RM) $(RESOURCEDIR)/*.srb; \
$(RM) $(RESOURCEDIR)/*.dll; \
$(RM) $(RESOURCEDIR)/*.txt; \
$(RM) $(DIR)/debian/source/include-binaries; \
.PHONY: all clean binary binary-arch binary-indep build

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@ -0,0 +1 @@
tar-ignore = "tmp/*"

35
debian/README.Debian vendored
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@ -9,3 +9,38 @@ instructions and pass the -k<keyid> command to debuild. Make sure you export the
and give them to your users to install with apt-key add. Thanks!
-- Callum Dickinson <gcfreak_ag20@hotmail.com> Fri, 26 Nov 2010 18:25:31 +1300
Signing for Launchpad PPA
First, follow the above instructions to generate a GnuPG key with your identity. You will need
to publish the fingerprint of that key to Ubuntu's key server.
https://help.ubuntu.com/community/GnuPrivacyGuardHowto#Uploading_the_key_to_Ubuntu_keyserver
Next, you will have to add that key fingerprint to your Launchpad account. Go to your Launchpad
profile and click the yellow Edit button next to "OpenPGP keys". Once you add the key, you can
upload signed source packages and publish them onto your PPA.
IF YOU UPLOAD A PACKAGE and Launchpad does NOT send you a confirmation or rejection email, that
means your key is not set up correctly with your Launchpad account.
Building for Launchpad PPA
Use these steps to prepare building a source package for Launchpad:
1. cd [srb2repo]
2. git reset --hard; git clean -fd; git clean -fx;
* Resets your repo folder to a committed state and removes untracked files
* If you built srb2-data in the assets/ folder, MAKE SURE THAT FOLDER DOES NOT HAVE ASSETS,
OR THEY MAY BE INCLUDED IN THE MAIN SOURCE PACKAGE!
Building the source package takes just one step:
1. debuild -S (builds the source package for Launchpad)
Then follow the instructions at <https://help.launchpad.net/Packaging/PPA/Uploading> to upload
to your PPA and have Launchpad build your binary deb packages.
-- Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 21:13:00 -0500

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@ -22,6 +22,10 @@ Build instructions:
make -C src LINUX=1
Build instructions for non-X86 devices (such as X64):
make -C src LINUX=1 NONX86=1
Build instructions to build for Wii Linux/SRB2Wii on a PowerPC system,
follow cross-compiling instructions for cross-compiling on a x86 system:

7
debian/changelog vendored
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@ -1,3 +1,10 @@
srb2 (2.1.21~9) trusty; urgency=high
* SRB2 v2.1.21 release
-- Marco Zafra <marco.a.zafra@gmail.com> Mon, 27 Nov 2018 16:45:00 -0500
srb2 (2.0.6-5) maverick; urgency=high
* Initial proper release..

23
debian/control vendored
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@ -3,11 +3,13 @@
Source: srb2
Section: games
Priority: extra
Maintainer: Callum Dickinson <gcfreak_ag20@hotmail.com>
Maintainer: Sonic Team Junior <stjr@srb2.org>
Build-Depends: debhelper (>= 7.0.50~),
libsdl2-dev,
libsdl2-mixer-dev,
libpng12-dev (>= 1.2.7),
libpng12-dev (>= 1.2.7) | libpng-dev,
zlib1g-dev,
libgme-dev,
libglu1-dev | libglu-dev,
libosmesa6-dev | libgl-dev,
nasm [i386]
@ -16,27 +18,26 @@ Homepage: http://www.srb2.org
Package: srb2
Architecture: any
Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (= 2.1.14)
Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (>= 2.1.15), srb2-data (<= 2.1.21)
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot
of the fun that the original Sonic games provided.
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
Package: srb2-dbg
Architecture: any
# FIXME: should be Depends: ${shlibs:Depends}, ${misc:Depends}, srb2-data (= 2.1.14), srb2 but dh_shlibdeps is being an asshat
Depends: libc6, ${misc:Depends}, srb2-data (= 2.1.14), srb2
Depends: libc6, ${misc:Depends}, srb2-data (>= 2.1.15), srb2-data (<= 2.1.21), srb2
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot
of the fun that the original Sonic games provided.
This is a debug binary, its symbols will be loaded by gdb
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
This is a debug binary; its symbols will be loaded by gdb
when the user starts the game with gdb for debugging.

3
debian/copyright vendored
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@ -1,6 +1,6 @@
This work was packaged for Debian by:
Callum Dickinson <gcfreak_ag20@hotmail.com> on Fri, 26 Nov 2010 15:19:16 +1300
Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 14:31:00 -0500
It was downloaded from:
@ -21,6 +21,7 @@ License:
The Debian packaging is:
Copyright (C) 2010 Callum Dickinson <gcfreak_ag20@hotmail.com>
Copyright (C) 2010-2018 Sonic Team Junior <stjr@srb2.org>
and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2".

3
debian/docs vendored
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@ -1 +1,4 @@
README.md
assets/README.txt
assets/LICENSE.txt
assets/LICENSE-3RD-PARTY.txt

27
debian/rules vendored
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@ -57,21 +57,32 @@ SECTION = Games/Action
EXENAME = srb2
DBGNAME = debug/$(EXENAME)
PKGDIR = usr/games
PKGDIR = usr/games/SRB2
DBGDIR = usr/lib/debug/$(PKGDIR)
PIXMAPS_DIR = usr/share/pixmaps
DESKTOP_DIR = usr/share/applications
PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)")
OS = LINUX=1
NONX86 = $(shell test "`echo $(CROSS_COMPILE_HOST) | grep 'i[3-6]86'`" || echo "NONX86=1")
MAKEARGS = $(OS) $(NONX86) $(PREFIX) EXENAME=$(EXENAME) DBGNAME=$(DBGNAME) SDL_PKGCONFIG=sdl2 PNG_PKGCONFIG=libpng NOOBJDUMP=1
MAKEARGS = $(OS) $(NONX86) $(PREFIX) EXENAME=$(EXENAME) DBGNAME=$(DBGNAME) NOOBJDUMP=1 # SDL_PKGCONFIG=sdl2 PNG_PKGCONFIG=libpng
MENUFILE1 = ?package($(PACKAGE)):needs="X11" section="$(SECTION)"
MENUFILE2 = title="$(TITLE)" command="/$(PKGDIR)/$(PACKAGE)"
# FIXME pkg-config dir hacks
export PKG_CONFIG_LIBDIR = /usr/lib/$(CROSS_COMPILE_HOST)/pkgconfig
BINDIR := $(DIR)/bin/Linux/Release
# FIXME pkg-config dir hacks
# Launchpad doesn't need this; it actually makes i386 builds fail due to cross-compile
# export PKG_CONFIG_LIBDIR = /usr/lib/$(CROSS_COMPILE_HOST)/pkgconfig
LDFLAGS += "-Wl,-rpath=/usr/lib/$(CROSS_COMPILE_HOST)"
# Some libgme-dev packages don't use pkg-config yet, so include the linker flag ourselves
PKG_CONFIG?=pkg-config
LIBGME_PKGCONFIG?=libgme
LIBGME_LDFLAGS?=$(shell $(PKG_CONFIG) $(LIBGME_PKGCONFIG) --libs)
ifeq ($(LIBGME_LDFLAGS),)
MAKEARGS += LIBGME_LDFLAGS=-lgme
endif
build:
$(MKDIR) $(BINDIR)/debug
$(MAKE) -C $(DIR)/src $(MAKEARGS)
@ -100,8 +111,8 @@ binary-arch:
echo $(DESKTOP_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(PIXMAPS_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(DBGDIR) > $(DIR)/debian/$(DBGPKG).install
binary: binary-arch
# Launchpad only calls binary-arch, so just move everything up
#binary: binary-arch
# Generate .desktop specifications
echo "`echo '$(MENUFILE1)\\'`" > $(DIR)/debian/menu
echo " `echo '$(MENUFILE2)'`" >> $(DIR)/debian/menu
@ -133,6 +144,8 @@ binary: binary-arch
dh_md5sums
dh_builddeb
binary: binary-arch
clean:
$(MAKE) -C $(DIR)/src $(MAKEARGS) clean cleandep
$(RM) $(BINDIR)/*
@ -145,4 +158,4 @@ clean:
$(RM) $(DIR)/debian/files
$(RM) $(DIR)/debian/source/include-binaries
.PHONY: all clean binary binary-arch binary-indep build
.PHONY: all clean binary binary-indep build

10
debian/source/options vendored Normal file
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@ -0,0 +1,10 @@
tar-ignore = "assets/*.srb"
tar-ignore = "assets/*.pk3"
tar-ignore = "assets/*.dta"
tar-ignore = "assets/*.wad"
tar-ignore = "assets/debian/srb2-data/*"
tar-ignore = "assets/debian/tmp/*"
tar-ignore = "*.obj"
tar-ignore = "*.dep"
tar-ignore = ".git/*"
tar-ignore = ".git*"

4
debian/srb2.desktop vendored
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@ -1,8 +1,8 @@
[Desktop Entry]
Name=Sonic Robo Blast 2
Comment=A free 3D Sonic the Hedgehog fan-game built using a modified ver. of the Doom Legacy source port
Comment=A free 3D Sonic the Hedgehog fangame closely inspired by the original Sonic games on the Sega Genesis.
Encoding=UTF-8
Exec=srb2
Exec=/usr/games/SRB2/srb2
Icon=/usr/share/pixmaps/srb2.png
Terminal=false
Type=Application

BIN
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@ -239,6 +239,7 @@ if(${SRB2_CONFIG_HAVE_BLUA})
add_definitions(-DHAVE_BLUA)
set(SRB2_LUA_SOURCES
lua_baselib.c
lua_blockmaplib.c
lua_consolelib.c
lua_hooklib.c
lua_hudlib.c

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@ -39,6 +39,7 @@ OBJS:=$(OBJS) \
$(OBJDIR)/lvm.o \
$(OBJDIR)/lua_script.o \
$(OBJDIR)/lua_baselib.o \
$(OBJDIR)/lua_blockmaplib.o \
$(OBJDIR)/lua_mathlib.o \
$(OBJDIR)/lua_hooklib.o \
$(OBJDIR)/lua_consolelib.o \

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@ -2310,6 +2310,9 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
INT32 resetplayer = 1, lastgametype;
UINT8 skipprecutscene, FLS;
boolean pencoremode;
#ifdef HAVE_BLUA
INT16 mapnumber;
#endif
forceresetplayers = deferencoremode = false;
@ -2377,7 +2380,8 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
SetPlayerSkinByNum(0, cv_chooseskin.value-1);
#ifdef HAVE_BLUA
LUAh_MapChange();
mapnumber = M_MapNumber(mapname[3], mapname[4]);
LUAh_MapChange(mapnumber);
#endif
G_InitNew(pencoremode, mapname, resetplayer, skipprecutscene);

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@ -2988,14 +2988,12 @@ void G_DoReborn(INT32 playernum)
}
}
else
#ifdef HAVE_BLUA
{
LUAh_MapChange();
#ifdef HAVE_BLUA
LUAh_MapChange(gamemap);
#endif
G_DoLoadLevel(true);
#ifdef HAVE_BLUA
}
#endif
}*/
else
{
@ -4400,7 +4398,12 @@ void G_InitNew(UINT8 pencoremode, const char *mapname, boolean resetplayer, bool
if (!skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking) // Start a custom cutscene.
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer);
else
{
#ifdef HAVE_BLUA
LUAh_MapChange(gamemap);
#endif
G_DoLoadLevel(resetplayer);
}
if (netgame)
{
@ -5915,7 +5918,7 @@ void G_DoPlayDemo(char *defdemoname)
demo_start = false;
#ifdef HAVE_BLUA
LUAh_MapChange();
LUAh_MapChange(gamemap);
#endif
displayplayer = consoleplayer = 0;
memset(playeringame,0,sizeof(playeringame));

266
src/lua_blockmaplib.c Normal file
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@ -0,0 +1,266 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2016 by Iestyn "Monster Iestyn" Jealous.
// Copyright (C) 2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_blockmaplib.c
/// \brief blockmap library for Lua scripting
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "p_local.h"
#include "r_main.h" // validcount
#include "lua_script.h"
#include "lua_libs.h"
//#include "lua_hud.h" // hud_running errors
static const char *const search_opt[] = {
"objects",
"lines",
NULL};
// a quickly-made function pointer typedef used by lib_searchBlockmap...
// return values:
// 0 - normal, no interruptions
// 1 - stop search through current block
// 2 - stop search completely
typedef UINT8 (*blockmap_func)(lua_State *, INT32, INT32, mobj_t *);
static boolean blockfuncerror = false; // errors should only print once per search blockmap call
// Helper function for "objects" search
static UINT8 lib_searchBlockmap_Objects(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
{
mobj_t *mobj, *bnext = NULL;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
return 0;
// Check interaction with the objects in the blockmap.
for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = bnext)
{
P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed!
if (mobj == thing)
continue; // our thing just found itself, so move on
lua_pushvalue(L, 1); // push function
LUA_PushUserdata(L, thing, META_MOBJ);
LUA_PushUserdata(L, mobj, META_MOBJ);
if (lua_pcall(gL, 2, 1, 0)) {
if (!blockfuncerror || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
blockfuncerror = true;
return 0; // *shrugs*
}
if (!lua_isnil(gL, -1))
{ // if nil, continue
if (lua_toboolean(gL, -1))
return 2; // stop whole search
else
return 1; // stop block search
}
lua_pop(gL, 1);
if (P_MobjWasRemoved(thing) // func just popped our thing, cannot continue.
|| (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue.
{
P_SetTarget(&bnext, NULL);
return (P_MobjWasRemoved(thing)) ? 2 : 1;
}
}
return 0;
}
// Helper function for "lines" search
static UINT8 lib_searchBlockmap_Lines(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
{
INT32 offset;
const INT32 *list; // Big blockmap
#ifdef POLYOBJECTS
polymaplink_t *plink; // haleyjd 02/22/06
#endif
line_t *ld;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
return 0;
offset = y*bmapwidth + x;
#ifdef POLYOBJECTS
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
size_t i;
po->validcount = validcount;
for (i = 0; i < po->numLines; ++i)
{
if (po->lines[i]->validcount == validcount) // line has been checked
continue;
po->lines[i]->validcount = validcount;
lua_pushvalue(L, 1);
LUA_PushUserdata(L, thing, META_MOBJ);
LUA_PushUserdata(L, po->lines[i], META_LINE);
if (lua_pcall(gL, 2, 1, 0)) {
if (!blockfuncerror || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
blockfuncerror = true;
return 0; // *shrugs*
}
if (!lua_isnil(gL, -1))
{ // if nil, continue
if (lua_toboolean(gL, -1))
return 2; // stop whole search
else
return 1; // stop block search
}
lua_pop(gL, 1);
if (P_MobjWasRemoved(thing))
return 2;
}
}
plink = (polymaplink_t *)(plink->link.next);
}
#endif
offset = *(blockmap + offset); // offset = blockmap[y*bmapwidth+x];
// First index is really empty, so +1 it.
for (list = blockmaplump + offset + 1; *list != -1; list++)
{
ld = &lines[*list];
if (ld->validcount == validcount)
continue; // Line has already been checked.
ld->validcount = validcount;
lua_pushvalue(L, 1);
LUA_PushUserdata(L, thing, META_MOBJ);
LUA_PushUserdata(L, ld, META_LINE);
if (lua_pcall(gL, 2, 1, 0)) {
if (!blockfuncerror || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
blockfuncerror = true;
return 0; // *shrugs*
}
if (!lua_isnil(gL, -1))
{ // if nil, continue
if (lua_toboolean(gL, -1))
return 2; // stop whole search
else
return 1; // stop block search
}
lua_pop(gL, 1);
if (P_MobjWasRemoved(thing))
return 2;
}
return 0; // Everything was checked.
}
// The searchBlockmap function
// arguments: searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])
// return value:
// true = search completely uninteruppted,
// false = searching of at least one block stopped mid-way (including if the whole search was stopped)
static int lib_searchBlockmap(lua_State *L)
{
int searchtype = luaL_checkoption(L, 1, "objects", search_opt);
int n;
mobj_t *mobj;
INT32 xl, xh, yl, yh, bx, by;
fixed_t x1, x2, y1, y2;
boolean retval = true;
UINT8 funcret = 0;
blockmap_func searchFunc;
lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
luaL_checktype(L, 1, LUA_TFUNCTION);
switch (searchtype)
{
case 0: // "objects"
default:
searchFunc = lib_searchBlockmap_Objects;
break;
case 1: // "lines"
searchFunc = lib_searchBlockmap_Lines;
break;
}
// the mobj we are searching around, the "calling" mobj we could say
mobj = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
n = lua_gettop(L);
if (n > 2) // specific x/y ranges have been supplied
{
if (n < 6)
return luaL_error(L, "arguments 4 to 6 not all given (expected 4 fixed-point integers)");
x1 = luaL_checkfixed(L, 3);
x2 = luaL_checkfixed(L, 4);
y1 = luaL_checkfixed(L, 5);
y2 = luaL_checkfixed(L, 6);
}
else // mobj and function only - search around mobj's radius by default
{
fixed_t radius = mobj->radius + MAXRADIUS;
x1 = mobj->x - radius;
x2 = mobj->x + radius;
y1 = mobj->y - radius;
y2 = mobj->y + radius;
}
lua_settop(L, 2); // pop everything except function, mobj
xl = (unsigned)(x1 - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(x2 - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(y1 - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(y2 - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
blockfuncerror = false; // reset
validcount++;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
{
funcret = searchFunc(L, bx, by, mobj);
// return value of searchFunc determines searchFunc's return value and/or when to stop
if (funcret == 2){ // stop whole search
lua_pushboolean(L, false); // return false
return 1;
}
else if (funcret == 1) // search was interrupted for this block
retval = false; // this changes the return value, but doesn't stop the whole search
// else don't do anything, continue as normal
if (P_MobjWasRemoved(mobj)){ // ...unless the original object was removed
lua_pushboolean(L, false); // in which case we have to stop now regardless
return 1;
}
}
lua_pushboolean(L, retval);
return 1;
}
int LUA_BlockmapLib(lua_State *L)
{
lua_register(L, "searchBlockmap", lib_searchBlockmap);
return 0;
}
#endif

View File

@ -55,7 +55,7 @@ enum hook {
};
extern const char *const hookNames[];
void LUAh_MapChange(void); // Hook for map change (before load)
void LUAh_MapChange(INT16 mapnumber); // Hook for map change (before load)
void LUAh_MapLoad(void); // Hook for map load
void LUAh_PlayerJoin(int playernum); // Hook for Got_AddPlayer
void LUAh_ThinkFrame(void); // Hook for frame (after mobj and player thinkers)

View File

@ -333,14 +333,14 @@ boolean LUAh_PlayerHook(player_t *plr, enum hook which)
}
// Hook for map change (before load)
void LUAh_MapChange(void)
void LUAh_MapChange(INT16 mapnumber)
{
hook_p hookp;
if (!gL || !(hooksAvailable[hook_MapChange/8] & (1<<(hook_MapChange%8))))
return;
lua_settop(gL, 0);
lua_pushinteger(gL, gamemap);
lua_pushinteger(gL, mapnumber);
for (hookp = roothook; hookp; hookp = hookp->next)
if (hookp->type == hook_MapChange)

View File

@ -71,6 +71,7 @@ int LUA_PlayerLib(lua_State *L);
int LUA_SkinLib(lua_State *L);
int LUA_ThinkerLib(lua_State *L);
int LUA_MapLib(lua_State *L);
int LUA_BlockmapLib(lua_State *L);
int LUA_HudLib(lua_State *L);
#endif

View File

@ -51,6 +51,7 @@ static lua_CFunction liblist[] = {
LUA_SkinLib, // skin_t, skins[]
LUA_ThinkerLib, // thinker_t
LUA_MapLib, // line_t, side_t, sector_t, subsector_t
LUA_BlockmapLib, // blockmap stuff
LUA_HudLib, // HUD stuff
NULL
};

View File

@ -304,6 +304,7 @@
<ClCompile Include="..\i_tcp.c" />
<ClCompile Include="..\k_kart.c" />
<ClCompile Include="..\lua_baselib.c" />
<ClCompile Include="..\lua_blockmaplib.c" />
<ClCompile Include="..\lua_consolelib.c" />
<ClCompile Include="..\lua_hooklib.c" />
<ClCompile Include="..\lua_hudlib.c" />

View File

@ -642,6 +642,9 @@
<ClCompile Include="..\lua_baselib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_blockmaplib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_consolelib.c">
<Filter>LUA</Filter>
</ClCompile>

View File

@ -118,10 +118,10 @@ void W_Shutdown(void)
while (numwadfiles--)
{
fclose(wadfiles[numwadfiles]->handle);
Z_Free(wadfiles[numwadfiles]->lumpinfo);
Z_Free(wadfiles[numwadfiles]->filename);
while (wadfiles[numwadfiles]->numlumps--)
Z_Free(wadfiles[numwadfiles]->lumpinfo[wadfiles[numwadfiles]->numlumps].name2);
Z_Free(wadfiles[numwadfiles]->lumpinfo);
Z_Free(wadfiles[numwadfiles]);
}
}

View File

@ -132,6 +132,7 @@
</ClCompile>
<ClCompile Include="..\i_tcp.c" />
<ClCompile Include="..\lua_baselib.c" />
<ClCompile Include="..\lua_blockmaplib.c" />
<ClCompile Include="..\lua_consolelib.c" />
<ClCompile Include="..\lua_hooklib.c" />
<ClCompile Include="..\lua_hudlib.c" />

View File

@ -228,6 +228,9 @@
<ClCompile Include="..\lua_baselib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_blockmaplib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_consolelib.c">
<Filter>LUA</Filter>
</ClCompile>